Centaur Cavalier
Centaurs tend to be reclusive, keeping to their own settlements or nomadic groups deep within the forest or out on the sprawling open plains. Given that they do not interact with other sentient species as frequently as they might, outside knowledge of Centaurs is conflicting. Some believe Centaurs to be ferocious warriors that don’t give a second thought to stampeding an enemy and leaving their mangled corpse exposed to the elements. Others think that Centaurs are noble folk that subtly guide and protect travelers in their domains.
While both of these perceptions are founded in historical incidents, Centaurs tend towards pacifism and their own forms of academia. Centaurs study the newly appeared stars with rapt fascination, and they have a rich poetic oral tradition dating far back into the first supereon.
Centaur Cavalier | |||||
|---|---|---|---|---|---|
| Monster Level: 10 | |||||
| Large. Beast Humanoid | |||||
| STR | DEX | END | AWR | INT | CHA |
| 4 | 3 | 4 | 3 | 0 | 0 |
| Ref: 13 | Fort: 14 | Ant: 13 | Log: 10 | Will: 10 | |
| Armor Rating 16 (chainmail barding) | |||||
| Hit Points 65 | |||||
| Speed 50ft | |||||
| Skills (STR) Sprinting +10; (END) Distance Running +10, Forced March +10 | |||||
| Features | |||||
| Courageous Charge. When another Centaur is within 10ft of this Centaur, this Centaur cannot be Broken, Demoralized, Frightened, or Shaken.
Kite Shield. The Centaur may equip a kite shield, gaining +2 to its AR and +1 to its REF, FORT, and ANT. Trample. If the Centaur moved at least 10ft towards a hostile creature that is Huge or smaller before making a Hooves attack, and hit with the attack, the creature falls prone and the Centaur can make another Hooves attack against it for free. | |||||
| Actions | |||||
The Centaur can MOVE and take TWO of the following actions, or take the same action twice. | |||||
| Move. The Centaur can move up to its speed.
Hooves. Reach 5ft Natural Weapon. +4 vs AR. Hit: 6 (1d4+4) physical. Greatsword. Reach 5ft Two-Handed Weapon. +4 vs AR. Hit: 11 (2d6+4) sharp. Javelin. Thrown (60ft) One-Handed Weapon. +4 vs AR. Hit: 7 (1d6+4) sharp. Lance. Reach 10ft One-Handed Weapon. +4 vs AR. Hit: 10 (1d12+4) sharp. Kick. The Centaur assumes a stance that allows it to use its Kick reactive action. | |||||
The Centaur can MOVE and take TWO of the following actions, or take the same action twice. | |||||
| Move. The Centaur can move up to its speed. | |||||
| Reactions | |||||
| Kick. When a creature moves into melee distance of the Centaur, it can reactively make a Hooves attack if it used its Kick action. | |||||
Features
Courageous Charge. When another Centaur is within 10ft of this Centaur, this Centaur cannot be Broken, Demoralized, Frightened, or Shaken.
Kite Shield. The Centaur may equip a kite shield, gaining +2 to its AR and +1 to its REF, FORT, and ANT.
Trample. If the Centaur moved at least 10ft towards a hostile creature that is Huge or smaller before making a Hooves attack, and hit with the attack, the creature falls prone and the Centaur can make another Hooves attack against it for free.
Actions
Info
Reactions
Kick. When a creature moves into melee distance of the Centaur, it can reactively make a Hooves attack if it used its Kick action.